AuthorTopic: Multi-reflective experiments in 0.97c (Read 8209 times)

inspired by the works of kiwiNM8OR, the master of the 'specular: reflection' attribute, i decided to have a go at a multi-reflection setup of my own. i went for a pretty simple model, made entirely of cubiod solids, and used the default global light in scene mode. wireframe and final render attached.

Woo! Nice how this 'mirror' effect turns out. Great for creating really big scenes: ie a long street. No need for extra poly's (however this will probably take longer to render then those extra poly's).

Cheers thecolclough. I do find the class:glossyreflector attribute quite a fun feature of animator. I've made heaps of these models including a dodecahedron but what gets me is that I haven't tried a single sphere! Good one and good example when examined close up and you can see the sphere is a mass tile of mirrors, clever. I really like the Blue Cuboid : it's eerie, even on a gothic scale. I can imagine floating through there with the eerie blue light following me...

Just a note: I have found 0.97d (and 0.97c before it) to be completely stable, and have had no major problems with it at all. I am under the impression that all the beta versions since 0.95 have used the same basic engines as 0.95 (which is considered a fully stable version), with a number of additions. Because those additions have not been fully integrated into the interface, particularly in regards to the ART attributes, versions since 0.95 have been called by Steve "Previews". Of course, you should always back up your work when using any software, especially with beta versions.

3D Joe Wiltshire: I am pretty sure that "Ks" is the name of the variable set by the "Specular" setting in the material editor. The attribute "specular>reflection" uses this setting to determine how reflective a surface is: 0=no reflection, 1=mirror.

On topic, I love those multi-reflection images colclough, particularly the Dodecahedron Tunnels image.